I don't really agree with the first third of the game being the strongest. Slicing it up into thirds, I'd argue that the middle is the strongest in terms of characters and writing (meeting potato mobsters and Talos Rucker, and picking up more tidbits about Merchenko and political puppeteers). It's also not really until a bit later into the game when you can really start to explore alternate routes and solutions, and reap the rewards of having developed your character and unlocked all the Cool Moves.
Sorry, that might have been unclear: I meant the game as a whole comprises a promising opening third (but sadly stops there), rather than the games opening third being the best (I agree the middle is the best bit).
Thanks for the review. I have one bit of feedback...
Succinct is always best.
Yeah, that was a bit too verbose. Mea culpa.
That's what killed DX:HR for me. The original DX was about all the conspiracy theories being true, and it gave you a real choice about which allegiance to pick without spoon-feeding it to you, while still being clearly sympathetic to the revolutionary mindset. In DX:HR OTOH you were playing a good corporate toady for 99% of the game, the only sympathetic faction leader was Sarif, and when you had to make your big ending choice it was either pick the sympathetic corporate overlord, a raging psycho, or commit mass murder on an industrial scale.
I.e., where DX's politics were revolutionary, DX:HR's politics are conservative. That IMO is a bigger departure than any of the gameplay or other features. How is it for this one?
I'd say the set-up for MD here is much more interesting than HR, with the main problem there isn't much development. The two main 'behind the scenes' players are the Illuminati trying to capitalize on the Incident to further take over the world; and the Juggernaut Collective - think hacktivists like a souped up Anonymous/Wikileaks/etc. trying to expose them. Jensen is anti-illuminati, and so - perhaps somewhat implausibly - a double agent for the Juggernaut Collective by infiltrating a front group of the Illuminati - TF29. On the surface level there's lots of non-aligned (or are they?) players too: criminal gangs, anti-aug politicians, pro-aug groups like the Augmented Rights Coalition, underground conspiracy mags like Samizat and so forth. So there's a lot of good stuff where you wonder whether a given group is being used by the Illuminati, whether particular individuals (like Miller) are being fooled or are 'in on the game', and so on. It makes a better foil for the espionagy aspects of the game than the predecessor.
The problem (as I note in the review) is the game ends with you resolving the surface level plot arc, but everything else is on a cliffhanger.
The problem (as I note in the review) is the game ends with you resolving the surface level plot arc, but everything else is on a cliffhanger.